You can find airship docking towers in most of the major cities across Khorvaire, but the most impressive by far is the House Lyrandar docking tower in Stormhome. This 200-foot tall tower of stone and wood rises between a House Ghallanda beach resort and the Aundairian naval yards, dominating the skyline of the magically preserved island paradise. Three docking platforms are situated along the tower, at the 90-foot level, the 140-foot level, and the top level. Nine docking berths extend from each docking-platform level, and a variety of roc mount and other flying creature perches protrude at various levels along the tower walls. Winding staircases lead up and down through the tower, stopping at passenger lounges and House Lyrandar work levels along the way. The top level of the tower houses a weather observatory and an arcane research facility.
The Pole, as the tower has come to be called by seasoned airship pilots and frequent travelers, has been a lightning rod for clandestine activity since the height of the Last War. To this day, those who deal in information and secrets use the island paradise as a hub. The constant movement of people and cargo through Stormhome serves as great cover for the whispers of spies, the murmurs of courtiers, and the discussions of diplomats ostensibly on holiday. The first commercial airship, the Spirit of Stormhome, flew its maiden voyage from this tower less than a decade ago.
Because of the industry’s youth, only nine airship docking towers have been constructed across Khorvaire. These towers are located in Sharn and Wroat, Breland; Stormhome and Fairhaven, Aundair; Flamekeep, Thrane; Taer Valaestas, Valenar; Korth, Karrnath; Trolanport, Zilargo; and Krona Peak, Mror Holds. The docking towers in these cities lack the Lyrandar weather research station and the Rat’s Aerie area of the Lyrandar tower. All are shorter, but they are otherwise identical to the plans presented here.
An airship does not require a docking tower for passengers to disembark any more than a sea-faring galleon requires a pier; it is simply a convenience. In ports without docking towers, Lyrandar airship passengers clamber up and down rope ladders thrown over the gunwales, or arrange for magical transport to the ground below through fly or feather fall spells.
Public Areas
These areas are open to the public.
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Passenger Gondola: An open air oak and wicker basket large enough for ten people (or 2500 pounds of people or cargo) stops at Docking Platforms 1, 2, and 3 as it ascends the tower. It travels up and down at a constant speed of 20 feet per round. The gondola is supported by two enchanted House Cannith braided rope cables, both of which must be severed to drop the gondola. House Cannith support cables: 5 inches thick, hardness 5, 60 hp.
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Rat’s Aerie: This multilevel marketplace occupies a section of the tower between Docking Platforms 1 and 2. The marketplace has become known as Rat’s Aerie—not because of any resident vermin, but for the smugglers, pawns of foreign powers, agents of dubious organizations, and slumming tourists who congregate here. Businesses range from honest to shady. Anyone who is wanted by the government of a recognized nation gains a +2 circumstance bonus to Diplomacy, Intimidate, and Gather Information checks in the Rat’s Aerie.
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House Lyrandar Ticket Offices and Lounge: The bottom three levels of the tower feature the ticketing and administrative offices of House Lyrandar. Tickets for all scheduled Lyrandar airship runs can be purchased here, and passengers can relax in front of roaring fires in the great hall while awaiting boarding calls. The house also provides a small space for privateers who sometimes use the tower (and pay a fee to the house).
Proceeds are kept in a safe (DC 35 Open Lock) and emptied at noon and dusk. The safe typically contains 1d20 coins each of platinum and gold, 20 blank airship tickets, 10 blank steerage class airship tickets, and a roll of 20 vouchers good for 1 meal each at the Sunset Club ( used to placate ticket holders in the case of a delayed departure, usually caused by a high-ranking noble’s late arrival).
- Docking Platform 1: A winding central staircase within the tower and two gondolas (one for passengers and one for cargo) that ride up and down the outer tower wall lead to this docking platform, located 90 feet up the tower. Six docking berths radiate from the platform. Capstans, each coiled with 200 feet of mooring rope, stud each berth’s perimeter.
An airship requires 5 minutes to tie up to a docking berth and a similar amount of time to cast off. If a ship is under attack while moored, it can attempt a faster cast off. Each deckhand that succeeds at a DC 15 Profession (airship sailor) check reduces the cast off time by 1 minute, to a minimum of 6 rounds.
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Roc Mount Perches: A series of twenty-footlong, guano-spattered perches jut from the tower at both the 115- and 170-foot-levels. These allow roc, griffon, hippogriff, and other bestial mounts to land at the docking tower. Feathers fill the air here and the place smells of refuse and flying creatures.
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Docking Platform 2: This dock is identical to Docking Platform 1. It is located at the 140-foot-level of the tower.
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Observation Deck: This area is a popular tourist destination, especially for those who arrive on Stormhome via the sea. The glass-walled observation deck on the 170-foot-level of the tower provides commanding views of Stormhome and the Bitter Sea. Entry is 1 sp. By agreement with House Lyrandar, all ticket agents at the observation deck are actually Aundairian Navy personnel, assigned to watch for foreign operatives using the Pole to spy on the nearby naval shipyards.
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Sunset Club: This House Ghallanda restaurant located 185 feet up the tower caters to Lyrandar’s high-end passengers with buttered lobster, succulent thunderherd steaks, and the finest Aundairian wines, including antebellum Bluevine and Orla-un vintages. Anyone treating a potential business partner to a meal at the Sunset Club (10 gp) gains a +1 circumstance bonus to Diplomacy checks made during the meal, or a +2 circumstance bonus if the meal includes one of the rare aged wines (100 gp per bottle). The executive chef, Rorin Ugra (male halfling expert 4/dragonmark heir 4), prepares a heroes’ feast at half price for anyone holding a House Lyrandar ticket (not steerage class).
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Docking Platform 3: This dock is identical to Docking Platforms 1 and 2. It is located at the top of the tower, 200 feet above ground level.
Private and Restricted Access Areas
These areas are only open to members of House Lyrandar or, in the case of the private rooms and the Queen’s suite, to travelers who pay for their use. Such payment can be made at the lobby ticket booths.
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Cargo Lift: Located on the opposite side of the tower from the passenger gondola, the clanky cargo lift deploys a steel crate, 10 ft. by 15 ft. with a 10 ft. ceiling, and is capable of lifting 4000 pounds at a speed of 15 feet per round. Two enchanted House Cannith braided rope cables support the lift crate. House Cannith support cables: 5 inches thick, hardness 5, 60 hp.
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Private Rooms: House Ghallanda, in cooperation with House Lyrandar, provides rooms for travelers to stay the night or for merchants who wish to conduct business privately. Each room contains one goose feather bed, a desk, two oak chairs, bluevine scent dishes, and at least one window. Private rooms cost 5 gp per night.
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Queen’s Suite: Queen Aurala of Aundair is known to meet with House Lyrandar matriarch Esravash in this sumptuous chamber. While the queen and her entourage can call for the suite at any time, the suite is actually sponsored by the Wayfinder Foundation. Any member can rent the suite for 10 gp per night (provided the queen isn’t in residence). The room can accommodate four people and only one need be a Wayfinder. Anyone sleeping 8 hours here wakes especially refreshed and alert. Such a character gains 1 temporary hit point and enjoys a +1 competency bonus to Spot and Listen checks for the day.
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Lyrandar Weather Research Station: House Lyrandar uses this domed chamber to further its knowledge of storm magic. The room has four capable guards (half-elf rogue 2/fighter 3) and is staffed by two capable wizards (half-elf wizard 7), the arcanelocked room is well defended. It contains a spare wheel of wind and water, two Siberys dragonshards, one Eberron dragon shard, a storm sphere, and any other plot items the DM places here. The storm sphere is an eldritch machine, part of the Lyrandar weather control system that keeps Stormhome a temperate paradise in the frigid Bitter Sea. Destroying the storm sphere causes hail and thunderstorms to assail the island for 2–5 days while the Lyrandar dragonmark heirs and storm mages struggle to regain control of the weather.
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Airship Control Deck: Docking Master Nicolette d’Lyrandar (female half-elf aristocrat 2/ monk 6; see below) oversees the entire docking tower from this deck, the highest vantage point on the Pole. Having spent a dozen years studying with the monks in the famous Orla-un monastery near Wyr, Nicolette runs a disciplined and efficient tower.